Shooting from the turret of a twisting and turning ship has to be hard, right?

Shooting from the turret of a twisting and turning ship has to be hard, right? I’m thinking about how to make it different than plain-old straight-ahead gunnery in Snubfighter. It has to be simple.

Comments

  1. the pilot decides what to add to their evasion check and then you apply the same number as a penalty to the gunner’s attack roll?

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  2. Depending on the actual design and automation of the turret, sure. Shooting while moving in even a straight line is actually quite difficult, and God help you if the target is also moving.

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  3. Assume Star Wars-style "WWII in space".

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  4. while the style of shooting in these photos could be disorienting the impression i get from star wars and pals is it's the price to be paid for being able to track fast moving fighters. i'm not sure i'd model the difference mechanically at all. but between the 2 useful options in this poll i think the reduction to range makes the most sense in story telling terms. that does not always translate well to game mechanics though.

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  5. Tremendously difficult. Adding free motion in all axes takes the predictability of terrestrial flight out of the equation. Penalize that gunner to the point where it is still fun and enjoyable to play (it's a game, after all) but to where this is a tremendously difficult task that only a gifted or very skilled operator is consistently capable of.

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  6. Ok ok, so I think I got it. I have turrets priced points-wise where I want them, they’re expensive because the ship’s maneuverability barely matters, it can shoot in all directions. Penalties and bonuses are going down or bumping up a die type on a roll. Instead of changing anything about the turret’s attack, I’m going to try giving the defender a free bump in die type on their defense roll. Then if they’re taking evasive maneuvers they get another bump.

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  7. If I were doing this in d6 Star Wars, I might give you a standard gunnery roll vs hard or very hard, but each round you fire (and miss) at the same guy you get an extra d6, as you track his movements, like tracers in RL. Start off sucky, but eventually you'll hit. And maybe, with luck, you hit right away. But then you start over on the bonus dice.

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  8. That's really cute Matt Towle - volume of fire and leading fire with tracers is entirely the name of the game for this style of gunnery in real life, and that mechanic seems cool to me to try to simulate that experience.

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  9. See what happens when you switch off your targeting computer Casey? #usetheforce

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  10. Apply a penalty unless you have AI aim assist

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  11. I think if you want to be super simple you could just give turrets a penalty when the ship moves during a round, or, if that’s too much of a restriction, the penalty might only apply when the ship turns in a round, requiring you to move in straight lines.

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  12. Penalty. The bonus of being able to target something more easily should be offset be difficulty or why fly a non turret ship.

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  13. Penalty, but not in a raw roll. Skilled gunners should be able to be MORE effective than a pilot who is trying to pilot a ship AND shoot. The penalty should be some kind of action economy since it is taking up your attention. Abstract it to X-wing: focus die, abstract it to snubfighter???

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